using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using EasyPak;

namespace TestGameX360
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        SpriteFont font;
        List<string> loadedStrings = new List<string>();
        System.Diagnostics.Stopwatch timer = new System.Diagnostics.Stopwatch();

        ContentManager ContentLevel1;
        ContentManager ContentLevel2;
        ContentManager ContentLevel3;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            
            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            // TODO: use this.Content to load your game content here
            
            timer.Start();

#if USE_EASYPAK
            Content = new PakContentManager(this.Services, "Content/menu.pak");
            ContentLevel1 = new PakContentManager(this.Services, "Content/Level1.pak");
            ContentLevel2 = new PakContentManager(this.Services, "Content/Level2.pak");
            ContentLevel3 = new PakContentManager(this.Services, "Content/Level3.pak");
#else
            ContentLevel1 = new ContentManager(this.Services, "Content");
            ContentLevel2 = new ContentManager(this.Services, "Content");
            ContentLevel3 = new ContentManager(this.Services, "Content");
#endif

            font = Content.Load<SpriteFont>("SpriteFont1");
            for (int i = 0; i < 300; ++i)
            {
                int level = i / 100 + 1;
                switch (level)
                {
                    case 1:
                        loadedStrings.Add(ContentLevel1.Load<string>(string.Format("Level{0}/Test{1:D3}", level, i)));
                        break;
                    case 2:
                        loadedStrings.Add(ContentLevel2.Load<string>(string.Format("Level{0}/Test{1:D3}", level, i)));
                        break;
                    case 3:
                        loadedStrings.Add(ContentLevel3.Load<string>(string.Format("Level{0}/Test{1:D3}", level, i)));
                        break;
                }
            }
            
            timer.Stop();

#if USE_EASYPAK
            (ContentLevel1 as PakContentManager).ReleasePakFile();
            (ContentLevel2 as PakContentManager).ReleasePakFile();
            (ContentLevel3 as PakContentManager).ReleasePakFile();
#endif
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here
            spriteBatch.Begin();
            spriteBatch.DrawString(font, string.Format("Loaded {0} files in {1} ms", loadedStrings.Count, timer.ElapsedMilliseconds), new Vector2(50f, 50f), Color.White);
            spriteBatch.End();

            base.Draw(gameTime);
        }
    }
}
